The Witch and the Holy Night: A Portrait of the Occult

By admin

On the holy night of Christmas, as the world gathers to celebrate the birth of Jesus Christ, there exists a tale that tells of a different kind of presence. It is said that a witch roams the night, casting her spell over the land. This witch, with her dark arts and mysterious ways, brings intrigue and fear to the hearts of all who hear her story. As the clock strikes midnight, the witch emerges from the shadows, her black cloak billowing in the cold winter wind. With an ancient staff in hand, she glides across the silent streets, leaving a trail of mystical energy in her wake. Her face, concealed by a pointed hat, holds an aura of enigma and power.


A creature that enjoys grappling is a good candidate for Strength checks and saves, or for setting up an attack with a spell-like Maximilian’s Earthen Grasp (2nd level spell that can restrain and crush a target).

Troublesome Curses A curse of this severity dramatically alters the accursed character s lifestyle, though it cannot place the victim in mortal danger. Some spells such as remove curse can offer temporary relief from the effects of curses, but the accursed character must first succeed at a Will Save.

Dnd invoke curse

Her face, concealed by a pointed hat, holds an aura of enigma and power. Legend has it that this witch possesses immense powers, capable of both great good and great evil. Some believe that she uses her magic to bring joy and happiness to those who are in need, while others fear that she seeks to sow chaos and darkness wherever she goes.

DND 5th Edition

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of Binding

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Corrosion

Prerequisite: 15th level, Order of the Mutant
As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

Blood Curse of the Exorcist

Prerequisite: 15th level, Order of the Ghostslayer
As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

Blood Curse of the Howl

Prerequisite: 18th level, Order of the Lycan
As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the howl.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Marked

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

Blood Curse of the Soul Eater

Prerequisite: 18th level, Order of the Profane Soul
When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

Amplify. Additionally, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

that would be very helpful
Witch on the holy night sitch

It is said that her true intentions are known only to her, and that only the purest of hearts can truly understand her purpose. On the holy night, the witch is said to visit those who are in need of her assistance, be it a child longing for a present or a lost soul yearning for guidance. She is said to grant wishes, heal the sick, and bring a glimmer of hope to those who have lost their way. But her powers come with a price, as it is said that those who seek her help must be willing to make a sacrifice, be it a cherished possession or a pledge to change their ways. Yet, not all who encounter the witch on the holy night sitch are met with benevolence. Some believe that she punishes those who have strayed from the path of righteousness, casting curses upon them and instilling fear in their hearts. It is said that her dark presence can bring upon misfortune and despair, leaving a trail of misery in her wake. Despite the tales of her powers and her ambiguous intentions, the witch on the holy night sitch continues to captivate the imagination of all who hear her story. Whether she is a force of good or evil, her presence on this sacred night serves as a reminder of the duality of human nature and the power of faith. On this holy night, as the world celebrates the birth of Christ, let us remember the story of the witch and ponder the meaning behind her existence. Is she a symbol of the darkness that lurks in every human heart? Or is she a testament to the possibilities of redemption and transformation? Perhaps, she is both..

Reviews for "The Witching Hour: Exploring Holy Nights in Witchcraft"

1. John - 2/5 - I was really disappointed with "Witch on the holy night sitch." The plot felt incredibly predictable, and I could guess the twists and turns long before they happened. Additionally, I found the characters to be one-dimensional and lacking any real depth. The dialogue was also quite weak and felt forced at times. Overall, I expected more from this book and was left feeling unsatisfied.
2. Sarah - 2/5 - "Witch on the holy night sitch" was a letdown for me. The pacing was incredibly slow, and it took forever for anything significant to happen. I was also not a fan of the writing style, as it felt disjointed and choppy. The world-building lacked detail, leaving me confused about the magic system and the overall setting. The potential for an interesting story was there, but it ultimately fell flat for me.
3. Michael - 1/5 - I could barely get through "Witch on the holy night sitch." The writing was amateurish and filled with clichés. The dialogue was cringe-worthy, and the characters were unmemorable. I found myself not caring about what happened to anyone in the story. The plot meandered aimlessly, and the ending was unsatisfying. Overall, this book was a waste of my time, and I cannot recommend it.
4. Emily - 2/5 - "Witch on the holy night sitch" had an intriguing premise, but it failed to deliver on its potential. The story felt underdeveloped, and the pacing was inconsistent. The main character lacked depth and growth, making it hard for me to connect with her. The romance felt forced and lacked chemistry. Additionally, the writing style was average at best, with a lack of descriptive language. Overall, I found this book to be underwhelming and forgettable.
5. David - 3/5 - While "Witch on the holy night sitch" had its moments, I found it to be average at best. The plot was nothing groundbreaking, and it followed a tried-and-true formula that lacked originality. The characters were okay, but they lacked any real development. The writing style was decent, but it didn't blow me away. It had some entertaining aspects, but overall, it didn't leave a lasting impression on me.

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